Sheets
Games
Wiki
About Us
Log In
/
Join
Remember Me?
Dungeons and Dragons 4th Edition Character Record Sheet
Character Name
Player
Class
Paragon Path
Epic Destiny
Race
Size
Age
Gender
Height
Weight
Align.
Deity
Adventure Company
XP
Next XP
Level
Ability
Score
Temp
Score
Mod
Mod+
1/2 Lv.
STR
CON
DEX
INT
WIS
CHA
Quick Look Up
Weapon / Power
Attack
Damage
Armor Bonus
Shield Bonus
Check Penalty
Speed Penalty
Armor is Heavy
INIT
Dex Mod
1/2 Lv.
Misc
Temp
=
+
+
+
Score
Base
Arm.
Item
Misc
Speed
P. Perception
P. Insight
Special Senses/Movement
Skills
Skill
Mod
Skill Name
Abil.
Train
(+5)
Mod+
.5Lv
Arm.
Misc
Temp
Total
10+
1/2Lv
Arm./
Abil.
Class
Feat
Enh.
Misc
Temp
AC
FORT
REF
WILL
Conditional Modifiers, Resistances & Action Points Note
Statistic Block
[url=http://www.myth-weavers.com/sheetview.php?sheetid=154093][size=4][B]Kyra Rossdale[/B][/size][/url], Half-Elf Paladin [B]Init[/B] +2 [B]HP[/B] 32/36 [B]Bloodied[/B] 18 [B]Healing Surge[/B] 9 (0 used /12) [B]AC[/B] 21 [B]Fort[/B] 14 [B]Reflex[/B] 15 [B]Will[/B] 16 [B]Speed[/B] 5 [B]Str[/B] 10 (+1) [B]Con[/B] 15 (+3) [B]Dex[/B] 12 (+2) [B]Int[/B] 8 (+0) [B]Wis[/B] 14 (+3) [B]Cha[/B] 19 (+5) [OOC='Divine Challenge: At-Will'][B]Divine Challenge: At-Will[/B] At-Will ✦ Divine, Radiant Minor Action Close burst 5 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn. You can use divine challenge once per turn. Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.[/OOC], [OOC='Ardent Strike: At-Will'][B]Ardent Strike: At-Will[/B] At-Will ✦ Divine,Weapon Standard Action Melee weapon Target: One creature Attack: Strength or Charisma vs. AC Hit: 1[W] + Strength or Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn. Level 21: 2[W]+Strength or Charisma modifier damage. Special: When charging, you can use this power in place of a melee basic attack.[/OOC], [OOC='Sacred Flame: Encounter'][B]Sacred Flame: Encounter[/B] At-Will ✦ Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw. Increase damage to 2d6 + Wisdom modifier at 21st level.[/OOC], [OOC='Fearsome Smite: Encounter'][B]Fearsome Smite: Encounter[/B] Encounter ✦ Divine, Fear, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wisdom modifier.[/OOC], [OOC='On Pain of Death: Daily'][B]On Pain of Death: Daily[/B] Daily ✦ Divine, Implement Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 3d8 + Charisma modifier damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends). Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).[/OOC], [OOC='Symbol of Divinity: Daily'][B]Symbol of Divinity: Daily[/B] Power (Daily): Free Action. Use this power when you hit with an attack using this holy symbol. Gain one additional use of Channel Divinity for this encounter.[/OOC], [OOC='Lay on Hands: At-Will'][B]Lay on Hands: At-Will[/B] At-Will (Special) ✦ Divine, Healing Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round. Minor Action Melee touch Target: One creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.[/OOC], [OOC='Bolstering Strike: At-Will'][B]Bolstering Strike: At-Will[/B] At-Will ✦ Divine,Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Wisdom modifier. Increase damage to 2[W] + Charisma modifier at 21st level.[/OOC], [OOC='Divine Mettle: Encounter'][B]Divine Mettle: Encounter[/B] Encounter ✦ Divine Minor Action Close burst 10 Target: One creature in burst Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.[/OOC], [OOC='Valorous Smite: Encounter'][B]Valorous Smite: Encounter[/B] Encounter ✦ Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage. Each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn.[/OOC], [OOC='Sacred Circle: Utility'][B]Sacred Circle: Utility[/B] Daily ✦ Divine, Implement, Zone Standard Action Close burst 3 Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.[/OOC] [B]Notes[/B]
Race Features
Class / Path / Destiny Features
Other Items
Current
Max HP
/
Bloodied
H. Surge
Surges Used
Surges / Day
/
Second Wind
Death ST Fail
Action Points
Attack Workspace
Ability 1:
Ability 2:
Bonus
1/2Lv
Abil.
Class
Prof
Feat
Enh
Misc
=
=
Damage Workspace
Ability 1:
Ability 2:
Bonus
Abil.
Feat
Enh
Misc
Misc
=
=
Feats
Feat Name
Loc.
Powers
At-Will ✦ Divine, Radiant Minor Action Close burst 5 Target: One creature in burst Effect: You mark the target. The target remains marked until you use this power against another target, or if you fail to engage the target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes radiant damage equal to 3 + your Charisma modifier the first time it makes an attack that doesn’t include you as a target before the start of your next turn. The damage increases to 6 + your Charisma modifier at 11th level, and to 9 + your Charisma modifier at 21st level. On your turn, you must engage the target you challenged or challenge a different target. To engage the target, you must either attack it or end your turn adjacent to it. If none of these events occur by the end of your turn, the marked condition ends and you can’t use divine challenge on your next turn. You can use divine challenge once per turn. Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a divine challenge on a creature that is already affected by your or another character’s divine challenge.
At-Will ✦ Divine,Weapon Standard Action Melee weapon Target: One creature Attack: Strength or Charisma vs. AC Hit: 1[W] + Strength or Charisma modifier damage, and the target is subject to your divine sanction until the end of your next turn. Level 21: 2[W]+Strength or Charisma modifier damage. Special: When charging, you can use this power in place of a melee basic attack.
At-Will ✦ Divine, Implement, Radiant Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw. Increase damage to 2d6 + Wisdom modifier at 21st level.
Encounter ✦ Divine, Fear, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage. Until the end of your next turn, the target takes a penalty to attack rolls equal to your Wisdom modifier.
Daily ✦ Divine, Implement Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will Hit: 3d8 + Charisma modifier damage. Once per round, the target takes 1d8 damage after making any attacks on its turn (save ends). Miss: Half damage. Once per round, the target takes 1d4 damage after making any attacks on its turn (save ends).
Power (Daily): Free Action. Use this power when you hit with an attack using this holy symbol. Gain one additional use of Channel Divinity for this encounter.
Powers
At-Will (Special) ✦ Divine, Healing Special: You can use this power a number of times per day equal to your Wisdom modifier (minimum 1), but only once per round. Minor Action Melee touch Target: One creature Effect: You spend a healing surge but regain no hit points. Instead, the target regains hit points as if it had spent a healing surge. You must have at least one healing surge remaining to use this power.
At-Will ✦ Divine,Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage, and you gain temporary hit points equal to your Wisdom modifier. Increase damage to 2[W] + Charisma modifier at 21st level.
Encounter ✦ Divine Minor Action Close burst 10 Target: One creature in burst Effect: The target makes a saving throw with a bonus equal to your Charisma modifier.
Encounter ✦ Divine, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma vs. AC Hit: 2[W] + Charisma modifier damage. Each enemy within 3 squares of you is subject to your divine sanction until the end of your next turn.
Daily ✦ Divine, Implement, Zone Standard Action Close burst 3 Effect: The burst creates a zone that, until the end of the encounter, gives you and allies within it a +1 power bonus to AC.
Magic Items & Equipment
Item Name
Use
Daily Item Powers Per Day
Heroic(1-10)
Milestone
Paragon(11-20)
Milestone
Epic(21-30)
Milestone
Rituals
Languages Known
Coins and Other Wealth
Personality Traits
Mannerisms and Appearance
Seeing Kyra dressed as a squire, her long blonde hair pulled back and her sword at her side, one might naturally assume the young woman to be a tomboy. She certainly looks quite at home in a suit of armor, but then, Kyra manages to look pretty much at home just about anywhere. What you might not guess at first glance is that the young woman with the impish grin seems just as comfortable – if not quite as happy – with a needle in her hand as with a sword. She isn't what one would call a proper lady, but Kyra is all woman...albeit one who can joust with the best of the boys. She prefers – and Kyra almost always does exactly as she prefers – to let her wavy, golden hair grow long, tying it back for battle when necessary. Her limbs are long and thin, betraying her elven heritage almost as surely as her slightly pointed ears, but when she moves, lean muscles ripple under her pale skin. She carries her father's sharply defined jaw, though in a feminine way, and his kind, cornflower blue eyes. Her nose must be her mother's – thank the gods – but her cryptic smile and impish grin are all her own.
Session and Campaign Notes
Companions and Allies
Background & Other Notes
When Lord Alyn Rossdale returned home from the war, he brought with him a human wetnurse and a half-elven, infant daughter. Donella Rossdale was not pleased. It was bad enough knowing that her husband had been philandering with unknown elven women in his absence, but to bring home the child of such a union to live in her house and be raised alongside her own, legitimate children was to add grievous insult to injury. But Kyra was Alyn's first daughter, and he loved her dearly, so Donella was made to suffer her presence as well. For her part, Kyra never minded being the towheaded step-child. Alyn freely admitted that he knew nothing of the raising of girls, and so left the task to his wife, who of course cared little for the child or her upbringing. Alyn never could find it in his heart to deny the spirited little girl anything she wanted, and without a mother to keep her in check, Kyra was allowed to have the run of the castle. She had tutors, of course; her doting father kept her supplied with tutelage in any subject her whimsical heart desired. These good men and women were all too often left without a charge for the day, however, as Kyra attended only when she felt so inclined. She learned to embroider and knit and behave like a lady (although perhaps never quite as well as her half-sisters, who were rigidly instructed in these womanly arts and never allowed to fly from the room to go and stand on the castle turrets in a downpour or chase butterflies in the garden, as Kyra often did). She learned bits and pieces of nearly every subject imaginable – history, science, religion, geography, music, the arcane arts – and, along with her half-brothers, more than bits of pieces of jousting and swordplay. As Kyra grew older, however, even her adoring father grew to realize that something would have to be done with the child. She carried her father's good name, but any fool who met the girl would know in an instant that she could not have been legitimately born. She was not suitable for a noble marriage, and to her father, at least, nothing less would ever be suitable for her. Lord Rossdale would of course have been happy to keep his beloved daughter in comfort and luxury for the rest of her days, but Kyra had never been of a sort who would be satisfied with such a fate. The girl was only thirteen, and already she grew restless. The priesthood was of course suggested, being the only truly acceptable course for a well-bred young woman who did not wish to take a husband. It was rejected quickly. Kyra did not care for the idea of the sequestered life of a priestess, not even one of Avandra, her beloved goddess of freedom and luck, and anyway, those who knew her well were doubtful that the sequestered priestesses would care for the idea of Kyra. Eventually, Kyra's eldest brother came forward with what would have been, in any other situation, a rather shocking compromise. Kyra was delighted, and arrangements were made. And so, though Donella threw up her hands in exasperation and declared once again that the child was not of her blood, young Kyra was sent packing to live and train with the Order of the Lucky Star, the Holy Knights of Avandra. Kyra was in heaven. The life of a knight-in-training was a stricter one than that which she would have preferred, but she loved the work and adjusted well to the rigorous lifestyle. The girl took quickly to nearly everything she was presented with, easily keeping up with the best of the boys of her level. This natural talent combined with some of the hardest work the Order had seen in years to ensure that by her seventeenth birthday, Kyra was ready and able to pass her final trials and receive her induction as an official Holy Knight of the Order. After the trial, the young paladin took a short leave, returning home to visit her family while she awaited her first official orders. After her second day home – a day spent sparring with her youngest brother and talking to her father about the responsibilities of knighthood – Kyra laid down to rest in the same bed she had slept in as a girl...
Dungeons and Dragons 4th Edition Character Sheet, Copyright 2008
Myth-Weavers Games